#ifndef X_LIGHTING
#define X_LIGHTING

float3 LightDirection;
float AmbientIntensity;
float3 AmbientColor;
float DiffuseIntensity;
float3 DiffuseColor;

float3 CalculateShadow(float3 normal)
{
	float3 ambient = AmbientColor * AmbientIntensity;
	float3 diffuse = saturate(dot(normalize(-LightDirection), normal)) * DiffuseIntensity * DiffuseColor;

	return ambient + diffuse;
}

#endif